Finishing Move: This ability is a Finishing Move. You gain all the benefits listed below plus any bonus you may have from Charge-up Skills. These bonuses are dependant on the amount of charges you have, and from what skill each of those charges came from. You can mix and match charges, for example:

You attack a target twice with a level 13 Tiger Strike gaining two charges, using a Finishing Move now will give you +680% Damage. If you instead attack an enemy with a level 11 Cobra Strike gaining 1 more charge, then attack with a Finishing Move you will now gain +680% damage and 90% life stealing. You charge up all your charge-up skills but the charges will be gone after a short period if you don't use them up. So you can gain 3 charge of every skill you have time for, but it is not recommended to wait for long with their release.

This ability deals fire damage based on your physical damage, at level 1 it will deal 50% of your physical damage as additional fire damage, it doesn't convert it just adds. If you dealt 100 physical damage, this would deal an additional 50 fire, for a total of 150 damage. Kicking a physical immune enemy will result in an explosion that deals 0 damage. This skill will also inflict knockback in the area of effect.

Combined with Tiger Strike and a good pair of elite boots, this skill can generate extremely lethal looking damage on the character screen. Nevertheless, the actual damage dealt is nowhere near as good, mainly due to that the explosion damage is based on the actual physical kick damage while simultaneously being fire-elemental, resulting in it being resisted twice (physical resistance of the enemy kicked, and fire resistance of all enemies in the area of effect). Despite the awkwardness, this skill is still powerful when fully utilized. Be sure to have some backup plan against the fire immune monsters that are frequently found in Hell, though.